Homebrew Kender Species Details
Kender resemble Halflings, but take on more of their ancestral traits, such as their pointed ears, which resemble their ancestral heritage race. Most Kender place their hair in a topknot, which is a source of racial pride. The Kender descended from ancient Gnomes and Elves from the power of the Greygem at Gargath's tower. Created by Tracy Hickman and Margaret Wies.
Kender have no concept of ownership, and tend to 'borrow' objects that they need in their day to day life, this concept has caused other races to view them as a race of thieves, something that Kender take great offense towards, because they believe there is nothing morally wrong with handling something that belongs to someone else.
Kender Names
Kender are typically named after objects or events.
Male: Lockpick, Shoehorn, Earwig, Tasslehoff Burrfoot
Female: Dagger, Bearchase, Haversack
Kender Traits
Small and fearless kleptomaniacs
Ability Score Increase. Your Charisma increases by 1.
Age. A Kender reaches adulthood at the age of 20 and live up to 200 years.
Alignment. Due to their cultural view on borrowing, most Kender are chaotic.
Size. Kenders average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Fearless. You cannot be frightened.
Taunting Nature. You know the vicious mockery cantrip. Charisma is your spellcasting ability for this spell. Save vs wisdom.
Darkvision. Accustomed to the darkness of twilight, you have superior vision in the dark and dim conditions. You can see in dim light within 60 of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Borrowing nature. Due to your culture you are capable of taking items without ever being discovered, even by yourself, as a result you have advantage on all sleight of hand skill checks that have to do with stealing.A roll will be made to see if the Kender has aquired something.
Subrace. There are two main types of Kender those that have an Elven heritage and those that have Gnomish heritage.
Elven Heritage[edit]
Ability Score Increase. Your Dexterity increases by 2. Your Charisma score increases by 1.
Keen Senses. You have proficiency in the Perception skill.
Imitation. You can imitate the sounds of nature such as a bird's call or a cricket's chirping, additionally you have advantage when impersonating someone's voice.
Gnomish Heritage[edit]
Ability Score Increase. Your Intelligence increases by 2. Your Charisma score increases by 1.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Kender are fearless, charming and amusing. Just ask them.
Small but Boisterous
Despite their small stature, Kender love to be the center of attention. Unless actively sneaking, (a skill most Kender excel at) they are loud. They move loudly, they speak loudly...at length...about whatever strikes their fancy. Standing about 3 feet tall, Kender are anything but intimidating. They are inclined to be thin, weighing between 30 and 40 pounds.
Kender skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and straight. They tend to have brown or hazel eyes, though blue eyes appear occasionally. Kender men rarely grow facial hair. They like to wear simple, comfortable, clothes, favoring bright colors and LOTS of pockets.
Cheerful and Curious
Kender are cheerful people, often so much so that their companions can find their endless jokes, stories, and tall tales a bit off-putting. They cherish the bonds of family and friendship as well as the comforts of hearth and home, however they also love the pursuit of adventure. This is not due to a desire to acquire things (Kender will acquire things wherever they go, but they tend not to "own" much). Rather the Kender just like to be entertained, amused, and engaged. It is said that the Kender fear nothing but boredom, and woe be to the adventuring party who fails to keep the Kender among them amused.
Not Thieves, Handlers
Kender do not generally believe in the concept of personal property, apart from a few family heirlooms or personal items, which they guard jealously. Kender also believe that stealing from someone is one of the worst things you can do, as so few possessions actually matter.
However, Kender do believe that "handling" is not only acceptable, it is to be expected. Other races would describe Kender handling as the philosophy that any item not being actively held on to and interacted with by a person can be borrowed, and returned...if the Kender remembers to do so. And if they forget, it's no big deal. Kender will almost always return an item they have handled if asked for it.
Kender also tend to be masters of thieves' tools. A common Kender saying is, "A lock insults the purpose of a door." Kender happily break into any home, tomb, chest, or locked item or location, reasoning that some cruel person must have put that lock on there to make life harder than it needs to be.
Kender Traits
Size
Kender average about 3 feet tall and weigh about 25-30 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
Curious
You have extreme difficulty resisting picking locks, be they on chests, doors, chambers filled with monsters, jail cells. Fortunately, you have proficiency with thieves' tools.
Fearless
You are immune to being frightened.
Kender Pockets
Kender constantly pick things up and put them in their pockets, pouches, and bags, often immediately forgetting that they have done so. If you find yourself in need of a piece of nonmagical equipment, there is a 25 percent chance you have it.
Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a dungeon, village, town, or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.
Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Taunt
You have a remarkable ability to get under someone's skin. As an action, you may choose one creature who can hear and understand you. Make a Charisma (Performance) check, resisted by the target's Wisdom (Insight) check.
If you win, the target must use its next action to attack only you. If you are outside of its attack range, it must charge at you and may only dash until it reaches you or its turn ends. The target attacks you with disadvantage.
If the target wins the contest, it is immune to your Taunt for 24 hours.
Kender Traits
Your kender character has a number of traits in common with all other kender.Fearless
Fearless. You cannot be frightened.
Taunting
Taunting. You know the vicious mockery cantrip. Charisma is your spellcasting ability for this spell. Save vs wisdom.
Borrowing nature.
Borrowing nature. Due to your culture you are capable of taking items without ever being discovered, even by yourself, as a result you have advantage on all sleight of hand skill checks that have to do with stealing.A roll will be made to see if the Kender has aquired something.
Ability Score Increase
Your Charisma score increases by 1.
Elven Heritage
Ability Score Increase. Your Dexterity increases by 2.
Gnomish Heritage
Ability Score Increase. Your Intelligence increases by 2.
Age
A Kender reaches adulthood at the age of 20 and live up to 200 years.
Alignment
Due to their cultural view on borrowing, most Kender are usually chaotic.
Size
Kender are about 3 feet tall and average about 30 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages
You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.